|
|
|
|
|
#1 |
|
Join Date: Jun 2005
Location: Lawrence, KS
|
The way I handle it in play is that casting the spell *always* counts as producing a prototype (since there is always a chance of a major bug, and this can never be avoided). So coming up with the concept equates to figuring out the procedure for casting the spell the first time. At that point you haven't *learned* the spell; but in my view, you've gained familiarity with it, and can cast it at a default of IQ + Magery - 6 (which can be helped by Symbol Drawing, and you can take extra time on the Symbol Drawing). You can practice casting the spell repeatedly until you've put in the hours for self-study, or you can cast it in an emergency, under pressure, and if you succeed at the latter you can spend a point to have learned the spell.
I wouldn't make the familiarity cost any points, not even as a perk. It's just that you've studied the spell enough to understand the intent, though not enough to perform it reliably.
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
|
|
|
|
#2 |
|
Join Date: Aug 2018
|
I could see familiarity being too minor to be worth a full CP but in the spirit of rounding up fractional CP costs to 1 it made me think of dabbler-batching multiple familiarities for equipment or like you say, spell in this case.
|
|
|
|
|
|
#3 |
|
Join Date: Jun 2005
Location: Lawrence, KS
|
Unlike most skills, which have a default (from which Dabbler raises them), spells have no default.
__________________
Bill Stoddard I don't think we're in Oz any more. |
|
|
|
|
|
#4 |
|
Join Date: Aug 2018
|
|
|
|
|
![]() |
| Tags |
| concept roll, invention, player-created spells, spell design |
|
|